HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1
About Wultram
Wultram Denka
Male Human(Karrnath) Dread Necromancer 7/Archmage 1
LN Medium Humanoid(Human)
Init +1; Senses Perception +1
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DEFENSE
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AC 15, touch 11 flatfooted 14( +1 Dex, +4 Armor)
HP 48 (7d6+17)
Fort +3, Ref +3, Will +5, +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, disease, mind-affecting effects and negative energy effects such as energy drain, ability drain, and inflict spells.
DR 3/Magic and bludgeoning
resist cold 5, resist electricity 5
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OFFENSE
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Speed 30 ft.
Melee
Charnel touch+3 (2d6/20/x2)
Dagger +3 (1d4/19-20/x2)
Ranged
Space 5 ft.; Reach 5 ft.
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SPELLS
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(CL7 concentration +12 +1CL and +2 DC on necromancy spells)
Cantrip:
Known: Create water, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic
1st: 8/day
Known: Bane, Cause Fear, Chill Touch, Detect Undead, Doom, Hide From Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon undead 1, Undetectable Alignment
2nd: 7/day
Known: Blindness/Deafness, Command Undead, Darkness, Death Knell, Death Wine, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon undead 2
3rd: 5/day:
Known: Accursed Glare, Animate dead, Crushing Despair, Death Ward, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Summon Undead III, Vampyric Touch.
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STATISTICS
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Str 10, Dex 12, Con 12, Int 13, Wis 12, Cha 20(22)
Base Atk +3; CMB +3; CMD 14
Feats:, Spell Focus (Necromancy), Greater spell focus (Necromancy) Varisian(Mage’s) Tattoo(Necromancy) , Spell Specialization(Animate dead), Undead master
Mythic feats: Mythic Spell lore (animate dead)
Skills :Bluff +10 (1 ranks, 6 cha, 3 class) Disguise +10 (1rank, 6 cha, 3 class) Intimidate +10 (1 ranks, 6 cha, 3 class), Knowledge (Arcana) +11 (7 rank, 1 int, 3 class), Knowledge (Religion) +11 (7 rank, 1 int, 3 class) , Spellcraft, +11 (7 rank, 1 int, 3 class), Stealth +5 (1 rank, 1 dex, 3 class), Use magic device +10 (4 rank, 6 cha)
ACP -3 (Medium load)
Languages Common, Draconic,
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SPECIAL ABILITIES
Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, and can be used as a weapon in her careful hands. Each day he can use this ability a number of times equal to 1/2 his dread necromancer level + his Charisma modifier (minimum 1/day). As a touch attack, a dread necromancer can cause 1d6 points of damage for every two dread necromancer levels he possesses (minimum 1d6). Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, a dread necromancer can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the dread necromancer possesses.
Spectral Hand may be used with this ability.
Lich Body (Su): As part of the process of becoming a lich, the dread necromancer’s skin begins to take on unliving qualities. Nerve endings start to decay, flesh becomes more resilient, and bones harden. Beginning at 2nd level a dread necromancer gains damage reduction equal to half his class level, and the damage reduction is bypassed with magic and bludgeoning.
Aura of Desecration (Su): Upon reaching 3rd level the dread necromancer emits an aura that bolsters his undead minions. All undead with 10' of the dread necromancer that he has created, summoned or controls receive the benefit of a Desecrate spell: a +3 profane bonus to resist positive energy and a +1 profane bonus to attack rolls, damage rolls and saving throws. In addition, all undead that the dread necromancer has summoned or created gain +1 hit points per hit die.
At 9th level the radius of the effect increases to 20', and increases again to 30' at 15th level. At 12th level, these bonuses are doubled to a +6 profane bonus to resist positive energy, a +2 profane bonus to attack rolls, damage rolls and saving throws, and a +2 bonus hit points per hit die for undead summoned or created by the dread necromancer. The +2 bonus to hit points applies to undead created by the dread necromancer even if they were created before he was 12th level. The dread necromancer can suppress or activate this aura as a swift action.
Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the abjuration, divination, evocation or necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. He selects another spell every two levels thereafter, for a total of eight advanced learning selections at 18th level.
Channel Negative Energy (Su): When a dread necromancer reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his Charnel Touch ability. A dread necromancer uses his level as his effective cleric level when channelling negative energy. This is a Charisma-based ability.
Gradual Transformation (Su): Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, disease, mind-affecting effects and negative energy effects such as energy drain, ability drain, and inflict spells. This bonus increases to +4 at 11th level and then again to +6 at 18th level.
In addition, starting at 4th level, the dread necromancer gains resist cold 5 and resist electricity 5. At 11th level both of these resistances increase to 10, and to 15 at 18th level.
Master's Champion (Ex): Beginning at 4th level, the dread necromancer can summon an powerful undead servant. He can summon either a human skeletal champion (see Bestiary) or zombie lord (see Bestiary 4) warrior (see Core Rulebook) as his champion.
The champion has the standard array of ability scores (see p6 of the Bestiary) which the dread necromancer can assign as he sees fit. The champion has the same number of levels as the dread necromancer's class level, and levels up when the dread necromancer increases his class level in dread necromancer. The champion gains the benefits of increasing its level (e.g. BAB, hit points, skill ranks, feats, ability score increases) as normal. The master must provide the champion's equipment, if any.
The champion is unswervingly loyal to the dread necromancer, obeys orders given by the dread necromancer to the best of its ability, and does not count against the limit of undead which the dread necromancer can control. A 10th level the dread necromancer can hand control of undead that he controls to his champion with total hit dice equal to the champion's hit dice, and these undead no longer count against the dread necromancer's limit for controlling undead. The champion can return these undead to the control of the dread necromancer or release them, as directed by the dread necromancer.
A dread necromancer can dismiss his champion at any time. If the champion is dismissed or killed, the dread necromancer must wait for 30 days or until they gain a level in dread necromancer, whichever comes first, before summoning a new champion, and takes one negative level during that period. If the dread necromancer is killed, the champion becomes an uncontrolled, free-willed undead creature.
Aura of Fear (Sp): Beginning at 5th level, a dread necromancer can charge his Aura of Desecration with negative energy to create an aura of fear. Doing so is a standard action, an instantaneous effect and expends one use of Charnel Touch. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature that successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours.
Dreadsight (Su): At 6th level, the dread necromancer gains a form of blindsight that can detect living and undead creatures. The necromancer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 30 feet. Activating or deactivating this ability is a swift action, and turns the necromancer's eyes black or dull grey. Spells that blind the necromancer do not negate this form of blindsight; blindfolds and shades do not block dreadsight, but do block normal vision as usual. At 12th level the range increases to 60 feet.
Undead Mastery (Su): At 7th level, when a dread necromancer uses the Animate Dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the Control Undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.
Favored Class bonus: +1hp(x7)
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Necromantic Mastery (Su): When casting a necromancy spell, you can expend one use of mythic power as a free action to increase its caster level by your tier (minimum 2).
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XP 26,945
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GEAR
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GP 2765
Weight 62.5lbs
Magical:
Headband of charisma +2
Potion of Eagle's splendor
2xPotion of Cure Serious Wounds
10x+1 Arrow
Wultram was born in 971YK becoming the fourth child and the first son of the family, to be followed by two younger sibling one brother and sister. His early childhood was more or less like any other child’s up to until he was tested for magical aptitude. While the family was not too happy about this, the war needed mages, and the boy himself was ecstatic having witnesses some of the wonders that it could accomplish.
Years passed as Wultram studied the theoretical aspects of magic, not yet to be trusted with practical lessons. He happened to be visiting back home from his studies, when the town he was born in was attacked. The initial attack was repelled but much of the farms were destroyed in the process as they had to be left unattended. Runners were sent for help, but in the meantime the village suffered from food shortage and had to continue defending themselves against skirmishes.
The attack resulted in two events that would change the course of life for the young boy forever. First one was that the part of the military that first answered for the plea of help was a company of undead troops that because of their superior marching speed arrived first. Wultram saw firsthand what these creatures were cabable of and was in awe of the results. Much more important incident was what happened in the aftermath to his uncle. The town had been basically sieged for weeks with very heavy rationing, not all survived. Wultram’s unle diedof a sickness few weeks later as a result, a mighty warrior taken down not by a sword or arrow just simple matter of being mortal. The possibility of that terrified the boy.
So when he returned to his studies he started pursuing necromancy to avoid that fate at all costs. The boy dropped almost all other schools of magic to truly master his craft. The bordering of obsession focus served him well in progressing him. The fact that he sneaked around to look at things he had no business of reading was not hurting. Years passed again now a fullgrown man, it was time for him to serve in the army. This slowed down his progress but in return he did pick up more than few tricks and facts on the realities of battlefield. He was quite happy at his lot in the world the life of a soldier suited him just fine.
Then the treaty of Thronehold happened, suddenly there wasn’t that much of a need for soldiers even if Karnath was not safe yet. So the boy was released from service to return to his hometown. It was nice for a time but it did not take long for him to grow tired of the small place. He had traveled around now and had goals that would not be met here. Civilian tasks were not to his liking and his particular expertise was not needed.
Deciding that the war had made his complacent on his skills and that he needed to pursue his goals again. He traveled the land trying to find knowledge and perfect his skills. Time and places passed, Wultram now short on money finds himself on a boat in Q’barra hired by House Tharashk as a sellsword.
Appearance:
Picture
Wultram is a bit taller than your average human with a lean build. His hair is shoulder length and dark, contrasting the pale skin. Wultram prefers simple dark colours as is usual among Karns. He intentionally dresses like any common merceneray seeing no need to advertise the fact that he is a mage. Usually you can find a pipe hanging from the man's lips. His spear usually doubles as a walking staff.